1998 I/ITSEC
TABLE OF CONTENTS

Policy and Management

Simulation System Verification And Validation: The Program Management Perspective

Designing Governement systems for Day-One Job Performance

Program Management Of A Complex Simulation Program Lessons Learned From Stow

Developing an Automated Documentation Environment

Advances In Knowledge Management An Information Technology Viewpoint

Alpha Contracting: Streamlining Procurement Through Partnership

The Technology Transition (Crada) Process… Experiences From The C-130h2/H3 Ats Program

Working Smarter: Training And Simulation Developed Through Collaboration

Focusing System Development Efforts: The Requirements Definition and Management Process

Optimising Specialist Military Training Advice Within The Procurement Cycle

Immersive Simulations For The Individual Soldier: Do We Need Them?

Modeling And Simulation

Intelligence Modeling And Simulation: A Complete Systems Approach Is Needed

Transition To The Objective C4i Modeling And Simulation Environment

Data Certification In Modeling And Simulation (M&S) Verification And Validation

Product Development Framework To Support Simulation-Based Engineering

Data Dictionary Support For High Level Architecture (Hla) Object Model Development

Expanding Role Of The Functional Description Of The Battlespace (Fdb) In The M&S Community

A Taxonomy Of Multiple Federation Executions

Lessons Learned From Human-In-The-Loop Trainer Hla Implementation

An Hla Theater Missile Defense Four Pillar Federation

A Realtime Simulation Benchmark Suite For Testing Low Cost Visualization Systems

Fully Immersive Team Training: A Networked Testbed For Ground-Based Training Missions

A New Technique For Design And Modeling Miles With Increased Weapon Simulator Fidelity

M&S Tools For The Jtf Command And Staff: Enhancing Mission Analysis And Training

Cost-Effective Simulation Of Enemy Forces Through 'Effects-Based' Wargaming

Training and Simulation Systems Development

Development Of A Modular, Immersive/Semi-Immersive System For Simulation Of Ship-To-Shore Causeway Lighterage

A Personal Computer-Based Multimedia Submarine Ship Control Simulator

Training Rov Pilots With A Ve-Based Intelligent Tutoring System

Integrating Legacy Training Assets Into Distributed Mission Training (Dmt)

Designing Experiment Simulators For Distributed Interactive Simulations

Planning And Conducting Successful Joint Integrated Simulations For Spacelab Missions

Jsims: Words To Actions

Cross-Contractor, Cross Discipline Software Integration And Product Development

Simulation Composability For Jsims

Next-Generation Individual Combatant Instrumentation For Training In Urban Environments

Future Training Workloads In Live Simulations

Deployable Air Combat Training In A Live Entity Simulation Environment

Integrated Cbt Smart Graphics: Cost-Saving Graphic Generators And Simulations

Better, Faster Training Materials Through Reuse Of Cad Data

The Use Of Synthetic Imagery In Wargame Simulation Environments

Effects Of Head -Slaved And Peripheral Images On Display Efficiency

Assessing Driving Simulator Technology Based On Training Requirements Analysis

Procedures For Evaluating Force Cueing In Tactical Training Simulators

Supporting The Design Of Simulators From A Training Point Of View

Performance Measurement System--It’s Time Has Come

Automated Performance Assessment Tools

Combat Modeling In The Czech Armed Forces

Centaure: The French Army Combat Training Center (Ctc)

The Canadian Navy’s Solution To Simulation-Based Command Team Training

The Distributed Joint Training Program Worldwide Training, Rehearsal, And Exercise Management

Embedded Training On The Aaav: The Evolution From A Cost Effective Perspective To A Mission Essential Rationale

Emerging Concepts and Research And Development Technology

Merging Hla With A Virtual Simulator: An Experimental Study

Distributed Synthetic Natural Environment Representation For Parallel Discrete Event Simulations

Virtual Natural Environments For The 21st Century

A High-Fidelity Modeling And Simulation System Using Hla And Java

Real-Time Flight Simulators Under Nt

Operating Systems For Training Devices: Does It Make A Difference?

Integrating Training Through Hybrid Distance Learning Environments

Implementing Virtual Reality Modeling Language (Vrml) To Convey Simulation Information

Mpeg Video Capture For Full- Mission After Action Review

Feasibility Of Hardware-Based Computer Generated Forces For Embedded Training

The Future Of The Wac Window A 26 Inch Crt Replacement

Enabling Technologies For Embedded Simulation & Embedded Training

Developing Synchronized Player Models For Embedded Training

Behavior Modeling Framework For Embedded Simulation

Simulation's Ultimate Challenge

Developing Alternative Training Evaluation Methodologies

Using A Virtual Environment To Elicit Shiphandling Knowledge

Immersive Virtual Environment For Dismounted Infantry Tactics Training And Mission Rehearsal

Education, Instruction, And Training Methodologies

Aviation Education For Future Pilots: An Integrated Model

Cooperation, Technology, & Performance A Case Study

Problem-Based Team Training: Guidelines For Designing Scenarios

Recommendations For Using Virtual Environments For Dismounted Soldier Training

Applying Web-Based Virtual Reality For Increased Fidelity Of Interactive Courseware

Automated Knowledge Acquisition And Dynamic Curriculum Synthesis For Intelligent Tutoring Systems

The Iowa Project: An Operational Test Of Integrated Distributed Learning

The Air Force Junior Rotc Digital Video Disk Initiative

Implementation Issues Involved With Successful Distributed Learning Programs

Toward Guidance In The Development

Mission Qualification And Readiness Continuum

Preparing For The Instructional Technology Gap – A Constructivist Approach

Measurement Of Command/Control Staff Performance In Tactical Training Environments Measurement of Command/Control Staff Performance

Key Team Competencies For Navy Air Wings: A Case Study

Joint Distance Learning Center (Jdlc): A Cookbook For Joint Virtual Training

Re-Engineering The Interactive Multimedia Instruction (Imi) Process: A Skills Training Paradigm Through Cots

Nonresident Computer-Based Training: Effectiveness Evaluation

Evaluating The Effectiveness Of Cbt: Alternatives To Traditional Instructional Methods Authors

Video Teletraining To The Desktop

Joint Readiness Training Center Integration Of Live And Constructive Forces

Toward Development Of A Tactical  Decision Making Under Stress Integrated Trainer

Beyond Cbt: Multimedia Courses Deliver Just-In-Time Training

Human Factors Engineering and Integration

Human Factors Engineering: Incorporating Human Systems Integration Into Systems Design

Joint Collective Performance Measures: Performance Validation Through Measurement.

The Role Of Cognitive Agents In The Design Of Complex Systems

Force And Vibration Cueing With A Multi-Axis Dynamic Seat

Human Factors In An Armored Vehicle Simulation Project

Improving Instructor Operator Stations To Enhance Electronic Warfare Training

Synthetic Environments: Avatars With Attitudes




 


SIMULATION SYSTEM VERIFICATION AND VALIDATION:
THE PROGRAM MANAGEMENT PERSPECTIVE


Edward P. Harvey
BMH Associates, Inc.
Norfolk, VA

Many dynamics contribute to the overall success or failure of a simulation system development. If success is defined as delivering the capability that fulfills the customer’s needs it should be program management’s goal to clearly understand customer requirements then insure the software developer adequately addresses these requirements across the life cycle of the development. We have to assume these goals are not easily achievable given the number of simulation systems delivered with deficiencies that impact the customer’s ability to employ the simulation for its intended purpose.

How does the program manager know customer requirements are being adequately addressed? Are periodic reviews where the system engineer in charge of the software development team tells the program manager how well the effort is progressing sufficient? What questions should the program manager ask during these reviews to determine actual program “health”? What are the “right” answers the system engineer should be providing to these questions? A viable approach for determining actual status at key points in the development life cycle is based on application of an integrated software development and V&V process based on sound software engineering practices. Development status can then be judged by the program manager based on V&V results.

The introduction of this paper will explain Department of Defense (DoD) V&V terminology, describe the difference between “software” validation and “representation” validation, discuss the cost impact of performing V&V, and address who should be responsible for validation. A “generic” software development process will then be used to show how V&V tasks can be practically integrated with software development tasks to increase quality of the products delivered and decrease program cost. Finally, a list of questions the program manager can use to determine the extent which customer requirements are being addressed during development will be provided.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DESIGNING GOVERNMENT SYSTEMS FOR DAY-ONE JOB
PERFORMANCE


Janet Cichelli
WPI, Inc.
Rockville, Maryland

Government organizations realize that the human element largely determines the success or failure of any system implementation. Unfortunately, nearly all computer systems are designed around the processing of data and devoid of consideration of the user, or how the work really needs to be performed. As a result, training and end-user support services have flourished as a way to help users figure out how to work around these systems. Performance support is about helping to build knowledge and job competency into the system design to  enable users to be proficient on day one. By focusing our attention on the human side of computer-mediated  work, we can bring the issue of job performance to the forefront and multiply its benefits  throughout the organization. As a result of implementing a performance-centered approach to systems  development, government organizations can reduce or eliminate training and help desk support,  eliminate errors and costly rework, and institutionalize best practice approaches throughout their organization.


Using the scenario of a hypothetical government system roll-out, this paper will present the problems encountered by workers trying to learn and use the new system. Offered as an alternative to traditional systems design, this paper will present an overview of performance-centered system design, driving factors in government, and benefits that can be achieved through a performance support approach.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PROGRAM MANAGEMENT OF A COMPLEX SIMULATION PROGRAM
LESSONS LEARNED FROM STOW

Rae W. Dehncke
STOW Program Manager
Defense Advanced Research Projects Agency
3701 North Fairfax Drive
Arlington, VA 22203-1714
(703) 284-8892
rdehncke@darpa.mil

Donna J. Brooks
AB Technologies, Inc.
1600 North Beauregard Street
Suite 300
Alexandria, VA 22311
(703) 575-1087
dbrooks@abtechnologies.com


The Synthetic Theater of War (STOW) is an Advanced Concepts Technology Demonstration (ACTD) being conducted in conjunction with USACOM and the United Kingdom. In November 1997, STOW 97 successfully demonstrated, in the largest ever entity based training simulation, that it is possible to support training from the platform level to the Joint Task Force with the same simulation. The program +management of this complex, international program is both interesting and challenging. The STOW Management team has learned many lessons that would be of interest to the simulation community. The organization and management of such a complex program requires careful planning and a willingness to make organizational changes as the program evolves from phase to phase. The selection of key players, assignment of responsibilities and relationships among the members of the program is critical to the ultimate success of the program. The information flow within a complex program must be carefully planned and adjusted as the program changes direction. Decision making with regard to schedules, milestone development, testing and integration was a major responsibility for the entire program’s leadership. The contracting effort to resource the 250 contractors in this program must be flexible and evolutionary to support program requirements and organization. Developing program management reporting requirements, conducting baseline reviews, determining required deliverables and the overall management of equipment was a significant task. As JSIMS and its Service component programs grapple with the issues of program management of their equally large and challenging programs, the lessons learned during STOW will assist them and other members of the simulation community to manage their programs more efficiently and effectively.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


Developing an Automated Documentation Environment


PATRICIA MESSIER ADAMS
SCIENCE APPLICATIONS INTERNATIONAL CORPORATION
ORLANDO, FLORIDA, USA

Documentation for training software systems has heretofore been burdened with vast amounts of data requiring well-monitored yet time-consuming maintenance and
configuration management. Development and management of software documentation for training systems can now benefit from the utilization of recently devised automated documentation tools and CASE tools. In recent months, the facilitation of such management through automation has been examined with regard to such newly innovated document automation tools as well as the utilization of Internet Web sites for automated data updates within a distributed environment. As an example, Software Development Folders (SDFs) for the Joint Simulation System (JSIMS) Build 0 were developed using an automated documentation tool created for a word processing application in conjunction with a modeling CASE tool. The modeling CASE tool creates a “Model”
containing Categories and Classes and their respective documentation and appropriate diagrams. The automation tool extracts such pertinent data from the Model and creates a document comprised of “links” to the actual work products amid a textual environment.
Any automated features not readily provided for by the automation tool and not residing in the Model are generated using hyperlink capability and Internet Web directories.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ADVANCES IN KNOWLEDGE MANAGEMENT
AN INFORMATION TECHNOLOGY VIEWPOINT


Kas Kasravi, C.Mfg.E
EDS
Troy, Michigan

Effective management of knowledge is a critical issue for organizations in the public and private sectors. The forces of economic efficiency, competition, employee attrition, data-overload, and business/technical complexities create a significant need for efficient acquisition, representation, and retrieval of knowledge. Enterprise-level solutions must address both the organizational as well as the technical aspects of knowledge management, with the latter being the primary focus of this paper. Traditionally, organizations have relied on the minds of their employees and staff to learn and use knowledge as appropriate. The conventional knowledge management techniques have included training, reference documents, discussions, and trial and error. Information technology advances in the recent years have been propelling knowledge management from the experimental stage to the mainstream, and success stories among the early adopters are more frequent than in other reengineering processes. Development of a knowledge management solution requires complex organizational and technical issues to be addressed simultaneously.


This paper provides an overview of knowledge management, its business drivers, success stories, and a discussion of strategies and issues pertinent to its successful implementation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ALPHA CONTRACTING: STREAMLINING
PROCUREMENT THROUGH PARTNERSHIP


CDR C.W. Toomer
Naval Air Systems Command (PMA205-2D)
Patuxent River, MD

Donald S. Selvy
Don Selvy Enterprises, Inc.
Bel Air, MD

Robert Howard
Analysis & Technology, Inc.
Arlington, VA

Donald Davies
Lockheed Martin Federal Systems
Manassas, VA

Procurement of a modern training system requires input from a broad array of disciplines from government and industry to define the requirements, secure funding, develop a technical solution, select a vendor and negotiate a contract. Coordinating this pool of talent to develop a system on time and under budget can be profoundly difficult - particularly when major system awards occur infrequently and personnel turnover is high. Alpha contracting is a procurement method in which industry and government jointly develop the proposal to reduce inefficiencies. Vendor selection occurs early and the contracting process is used as a tool to build a cohesive team. Although the concept is widely discussed, little formal guidance exists on how to actually set up and run an Alpha procurement. This paper will describe lessons learned from two major training device alpha acquisitions (one a new contract and the other an ECP).

Using these lessons, we will present a formal set of guidelines that can be applied by any industry/government team to develop a modern trainer suite. For each milestone, we will discuss regulatory requirements, organizational hurdles and opportunities for streamlining. Conscientiously applied, these
guidelines will result in cost reductions, reduced procurement time, clearer requirements and a strong business base that benefits both industry and government team members.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE TECHNOLOGY TRANSITION (CRADA) PROCESS…
EXPERIENCES FROM THE C-130H2/H3 ATS PROGRAM


Lt. Col. Robert G. Speer, AFRC
HQ AFRC Requirements
Wright Patterson AFB, OH

Mr. Michael J. Sieverding
Principal Analyst, ARINC Incorporated
Dayton, OH

The DOD Technology Transition program was established through public law to allow technologies developed through DOD investment to transfer to and be exploited in the public and non-DOD sectors. A Cooperative Research and Development Agreement (CRADA) is a tool for the government and a non-government partner to work together to transfer technology for the technological and financial benefits of both parties. Using CRADA, the subject technology is immune from release under the Freedom of Information Act, and complex laws regulating military procurement and disposition of funds are avoided.

At last count, 65 nations and numerous commercial carriers fly C-130 aircraft. Over 30 high fidelity C-130 flight simulators support C-130 aircrew training throughout the world. None of these simulators had their aero performance software developed from an authoritative aero data package collected from an instrumented C-130 aircraft. The C-130H2/H3 Aircrew Training System (ATS) is an Air Force Reserve Command (AFRC) program managed through ASC/YW at Wright Patterson AFB, OH. The program includes an investment in the collection and reduction of authoritative aero performance data from an instrumented AFRC C-130 aircraft. The C-130H2/H3 ATS program has accomplished plans to apply the CRADA process to the repackaging and marketing of the C-130 aero data package for potential sale to non-DOD and commercial interests. Resulting funds can be reused by the C-130H2/H3 ATS program, the CRADA industry partner can achieve an enhanced business base, technology founded on a DOD investment can benefit non-DOD sectors, and the worldwide C-130 flight simulation community can achieve more effective training. Lessons learned from the C-130H2/H3 ATS experience with the CRADA process can be used as a model by other government simulation programs possessing marketable technologies.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


WORKING SMARTER: TRAINING AND SIMULATION DEVELOPED
THROUGH COLLABORATION


Joe T. McClure
Indian Head Division, Naval Surface Warfare Center
Indian Head, MD

Military operations have entered a new era of uncertainty, requiring agility, rapid response, and innovative teamwork. In turn, training systems play an increasingly larger role in achieving the goal of military readiness. Just as the complexion of military operations has changed, so has the strategy of developing the training systems to support military readiness. Traditional procurement, with its associated long product development cycles and high cost, is impractical in today's environment. It virtually guarantees a training system will be both technically out of date and not as effective in meeting current needs by the time it is delivered. This paper presents a successful approach for the procurement and development of training systems, one that responds to varied and changing needs in a timely and cost effective manner.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


Focusing System Development Efforts:
The Requirements Definition and Management Process


Robert E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, VA.

System requirement management is a difficult and complex process demanding a
concentrated and dedicated effort. Modern technology has reached an advanced state where it can be difficult to focus on specific requirements, goals and objectives during the development of new systems. Software and hardware capabilities improve almost monthly. Given enough resources (time, funds, and qualified personnel), development teams can construct simulations to analyze, model or train nearly any military, commercial, economic, or social activity. The critical part of the system development process is definition of what is to be built and why. Identification of a clearly stated system  purpose, attainable goals, simply defined objectives, and hierarchical requirements will bound the system development process. Requirements must be defined, reviewed, confirmed, and refined, if needed. Use of a Requirements Management (RM) process will assist in focusing development and integration efforts to best support system goals and objectives.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


OPTIMISING SPECIALIST MILITARY TRAINING ADVICE WITHIN THE PROCUREMENT
CYCLE


Dr David Swift, Lt Col Cliff Martindill and Maj Chris Allender
Development, Projects & Research Group,
Training Support Branch,
HQ AG (Personnel and Training Command),
Wiltshire, United Kingdom.

For 30 years, the British Army has employed the Systems Approach to Training (SAT) as a means of quality assuring its most important and expensive activity undertaken to ensure operational success - training. However, while the academic principles underpinning SAT remain sound, the supporting procedures and organisational infrastructure were developed before the widespread procurement and use of synthetic training environments to which they are difficult to apply. The result was that the military’s own training specialists were often denied a voice within the procurement cycle until too late. While many training equipments remain elegant pieces of engineering, they are frequently over complex, fielded too late to support the initial deployment of the operational equipment and, above all, badly designed from an instructional point of view. In an initial attempt to rectify this situation, Training Support Branch developed guidelines for Training Needs Analysis (TNA), in which TNA is understood to be a special case of SAT. The guidelines provide a framework within which TNAs may be managed and quality assured. Variants of TNA procedures were developed independently by the Royal Navy and Royal Air Force at about the same time and have since been harmonised to reflect a tri-Service view. The effectiveness of the TNA procedures would still, however, be sub-optimal until adequately supported by elements of the organisational infrastructure of the procurement system. This paper describes the results of a study undertaken by the authors to address this issue. The proposed solution integrates the complementary concerns of the procurement system, Integrated Logistics Support and Human Factors Integration (‘MANPRINT’).


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMMERSIVE SIMULATIONS FOR THE INDIVIDUAL SOLDIER:
DO WE NEED THEM?


Roy Latham
Computer Graphics Systems Development Corporation
Mountain View, California

Admiral Piper
U.S. Army Simulation Training and Instrumentation Command
Orlando, Florida

Gary Hubbard
Sherikon, Inc.
Fort Benning, Georgia

Training our Army through the use of increasingly sophisticated simulations is in many ways becoming routine. The case for vehicle simulators has been well established based in large part on the relative costs of operating real vehicles versus simulators. However, the case for immersive simulators for individual soldiers is not so well established, consequently the research and development of such simulators has been proceeding slowly. This paper examines the case for individual soldier simulators relative to the cost of live exercises, the ability to build and control the training scenario, and the ability to train safely. The immediate high-benefit applications of individual soldier simulators include mission rehearsal and the development of soldier systems, and in these cases the benefits derive mainly from the ability to build and control scenarios that cannot be effectively achieved by other means. In addi-tion, combined arms training is rapidly moving to simulators both for cost and training effectiveness as mounting large field exercises becomes more expensive and less operationally feasible. While prog-ress has been made in individual soldier simulators, renewed research and development efforts are needed in critical areas of technology such as visual databases and locomotion simulation platforms.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTELLIGENCE MODELING AND SIMULATION:
A COMPLETE SYSTEMS APPROACH IS NEEDED

Robert E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, Virginia  

Perhaps the most difficult problem facing military trainers today. While the “Intelligence Process” is defined in joint and service-particular doctrinal publications 1, the modeling of the process is much more troublesome. Over the recent years, there have been many efforts to improve M+S of intelligence processes, each with a limited degree of success. However, there is still no fielded integrated M+S system available capable of providing effective multi-discipline intelligence training. To maximize effectiveness, an intelligence training system must include representation of collection sensors and platforms, accurate raw and/or processed information reporting, real dissemination methods, and use of fielded command, control, communications, computers and intelligence (C4I) systems. In order for intelligence training to be successfully supported by M+S, a complete systems approach is needed with all aspects of the system constructed to support to intelligence training. The systems approach to intelligence M+S development requires each aspect of the entire M+S system to be planned in a manner which will either directly support training intelligence or not negatively affect intelligence training. This planning includes not only selection of which collection assets are to be modeled, but also what level of M+S support will be given to each phase of the intelligence process and what aspects will be controlled by a man-in-the-loop. Modeling of processes, particularly those involving an analytical or other human thought process, is exceptionally difficult. Particular attention must be paid to all models (platform, process, reporting, environmental, etc.) involved in supporting intelligence processes within the complete M+S system. If desired intelligence processes, platforms, functions, and reporting procedures are modeled in an integrated manner with the complete training system, many of the intelligence personnel may move from the support side to the training side of the exercise structure. The Defense Advanced Research Projects Agency (DARPA) Synthetic Theater of War (STOW) project is an Advanced Concept Technology Demonstration (ACTD) designed to evolve several key aspects of emerging M+S technologies. One area selected for development was intelligence modeling. STOW was constructed with an eye to providing Joint Task Force (JTF) and Component staff training. STOW is not an acquisition program but rather an effort to push M+S technology to new limits and transition that technology to other joint and service training systems.

The STOW modeling of JTF-related intelligence assets and processes was developed using a distributed development methodology with independent development paths employed by the different organizations involved. As a result, STOW could not employ the systems approach across all areas relating to intelligence M+S. STOW attempted to apply key principles of the systems approach to the modeling of intelligence with varying degrees of success with many important lessons learned. These lessons, as analyzed and presented below, highlight the need for the use of a complete system approach when developing intelligence training systems.  

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 


DATA CERTIFICATION IN MODELING AND SIMULATION (M&S)
VERIFICATION AND VALIDATION

Gary S. Kollmorgen
BMH Associates, Inc
.

Verification, Validation and Accreditation/Certification (VV&A/C) have long been required steps in producing a Model & Simulation (M&S) that will satisfy the user. It has also been largely under-resourced, sidestepped or ignored because of time and cost constraints. One of the perceived difficulties in performing VV&A is the certification of the data used in M&S systems. Data collection often commences with little or no definition of "what specific" data needs to be collected or how this data will be used in the resulting software model. Interjecting verification and validation of data, and hence data certification, at appropriate points during software development, can occur with little impact on development schedules. To be sure, certification of data is not free, but it does not have to be difficult and it can be accomplished within reasonable resource constraints. More importantly, this certification is absolutely necessary to achieve a valid model that can then be accredited for its particular use. This paper will show when data verification, validation and certification should occur during system software development. Additionally, it will propose a redefinition of data certification that will limit data use based on the validation of the data and the model that will use the data.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PRODUCT DEVELOPMENT FRAMEWORK TO SUPPORT
SIMULATION-BASED ENGINEERING

Douglas P. Glasson
Kevin R. Richard
Christopher A. Scheffer
TASC, Inc

The Product Development Framework (PDF) is a unified computational infrastructure that facilitates collaboration and use of predictive simulations in modern, cross-domain collaborative engineering processes, Key elements of the PDF process include:  

Centralized control of a common reference view of the product,

Elimination of non-value-added effort in use of predictive simulations,

 Simulation-based impact analysis to evaluate proposed design changes,

Facilitation of the collaboration process for distributed design development teams.

A majority of the technology required to realize the PDF is currently available from the commercial marketplace. Critical“gap-filler” technologies are required in design data exchange, information representation and flow management, and intra-domain tool integration. Under sponsorship of a DoD-industry partnership, the Automotive Product Development Framework (APDF) program is addressing these critical technologies and integrating a pilot PDF applicable to the commercial automotive industry and the DoD combat vehicle industrial base.

This paper provides an overview of the PDF vision and architecture, strategies and development plans for the gap-filler technologies, and a description of applications to date.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DATA DICTIONARY SUPPORT FOR HIGH LEVEL ARCHITECTURE (HLA)
OBJECT MODEL DEVELOPMENT

Applied Research Laboratories
The University of Texas at Austin

The Modeling and Simulation (M&S) Master Plan, formally adopted in October 1995, established the need for a Common Technical Framework to facilitate efficient and effective use of models and simulations across Department of Defense (DoD) agencies. The DoD High Level Architecture (HLA) is a critical component of the Common Technical Framework, and currently represents the highest priority within the DoD M&S community. The purpose of the HLA is to facilitate interoperability between simulation systems and reuse of simulation components. Key to achieving these objectives is the concept of the HLA object model. HLA Federation Object Models (FOMs) are used to define the exchange of public data among participants in an HLA federation. HLA Simulation Object Models (SOMs) are used to describe the intrinsic capabilities that individual simulation systems can offer to HLA federations. To further support simulation interoperability through the HLA object model development process, the Defense Modeling and Simulation Office (DMSO) has provided a resource—the Object Model Data Dictionary (OMDD). OMDD contents are developed based on the needs of HLA federation implementations and are consistent with authoritative data sources, including DoD-wide data standards. The Object Model Data Dictionary System (OMDDS) provides Web-based access to OMDD contents and is integrated with other HLA object modeling tools, including the HLA Object Model Library (OML) and Object Model Development Tools. The result is an integrated tool suite and data dictionary resource. This paper will describe the content of the OMDD, the development process for that content, and the automated tool support for the development and use of OMDD content. The HLA development process, including the OMDD development, is an ongoing effort of DMSO and the DoD Architecture Management Group (AMG).

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


EXPANDING ROLE OF THE FUNCTIONAL DESCRIPTION OF THE 
BATTLESPACE (FDB) IN THE M&S COMMUNITY

Michael H. Thompson
Allan P. White
Veridian Veda Operations

The development of simulation systems requires information which describes validated, standard descriptions of the physical environment (e.g., terrain), systems and materiel (e.g., equipment), organization (e.g., units), doctrine and process (e.g., tasks), and their interactions. In the past, this information has been collected and, in some cases, produced by the simulation developer. Often the information that was collected or produced was not traceable to an authoritative source within the defense community, thus bypassing the Validation, Verification and Accreditation (W&A) process, Additionally, the information that was used to produce the simulation models in the past was not readily accessible to future simulation developers. Therefore, when a new simulation was constructed, there was little source information reuse from existing simulations. To resolve these issues, the US Army Simulation and Instrumentation Command (STRICOM) and the National Simulation Center (NSC) proposed the research and development of the Functional Description of the Battlespace (FDB) system. The FDB is a simulation-independent distributed repository system designed for the collection, production and organization of validated sets of traceable data that can be accessed via the Internet by remote sites to support the development of future simulation systems. The FDB program is the Army’s contribution to the Defense Modeling and Simulation Office (DMSO) Conceptual Model of the Mission Space (CMMS) and serves as the interim CMMS data repository. This paper will discuss current and future FDB capabilities.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A TAXONOMY OF MULTIPLE FEDERATION EXECUTIONS

Michael d. Myjak
The Virtual Workshop, Titusville Fl

Russell L. Carter
Conceptual Systems And Software, Chino Valley Az

Douglas D. Wood And Mikel D. Petty
Institute For Simulation And Training, Orlando Fl

The High Level Architecture (HLA) supports the interoperation of sets of simulations within the context of a Federation Object Model (FOM), using the HLA Interface Specification services as provided by the Run-Time Infrastructure (RTI). Such simulations are federates and the set of federates is a federation. A run of a federation is a federation execution. Although the “normal” mode of operation is for a federate to operate in a single federation execution at any given point in time, the definition of HLA leaves open the possibility that a federate may be a member of multiple concurrently executing federation executions.

In other words, two (or more) concurrent federation executions, of the same or different federations, could have one or more federates in common. Presumably the common federate(s) would exchange information between executions or otherwise use the events of one execution to influence another. There are several distinct types of multi-federation executions. At the most basic level of classification, they can be broadly typed as either bridged or hierarchical. Bridged federation executions have one or more federates, called bridge federates, which are members of two (or more) federation executions.

Recent literature has been primarily directed toward the common, or bridge federates which exchange (or transform) information between federation executions. In a hierarchical federation execution, one or more federates in the higher-level federation are composed of and implemented as lower-level federations, but appear as federates at the higher level. In this paper we develop a taxonomy of multiple federation executions, including examples.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


LESSONS LEARNED FROM HUMAN-IN-THE-LOOP TRAINER
HLA IMPLEMENTATION

Patricia Devine
Glenn Gross
Lockheed Martin Federal Systems – Manassas

Distributed simulation research using the High Level Architecture (HLA), the Runtime Infrastructure (RTI) and an acoustics simulation object model was performed by Lockheed Martin Federal Systems in Manassas, VA. This research connected two high fidelity acoustics trainers using our defined HLA object models and the DMSO provided RTI. The scenarios selected included the following entity types: US fast attack submarines, opposing force (OPFOR) submarines, surface ships and aircraft. As additional entities were added to the scenario, timing, CPU and network bandwidth measurements were made. This paper describes the lessons learned from using the HLA for real-time high fidelity human-in-the-loop simulations. Specific problem areas are detailed and corrective actions are suggested when developing/building HLA simulations.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


AN HLA THEATER MISSILE DEFENSE FOUR PILLAR FEDERATION

Roger L. West
Timothy M. Aquilino
John F. Lyons
Johns Hopkins University
Applied Physics Laboratory

Theater Missile Defense (TMD), the ability to protect against ballistic missile attack, is a front-page topic. One of the key issues in evaluating TMD is to measure and balance the four pillars that comprise TMD: attack operations; active defense; passive defense; and command, control, communications, and intelligence (C3I). Attack operations encompasses destroying TBM assets and infrastructure on the ground; active defense involves destroying missiles after launch but before impact; passive defense entails protection of the defended asset if the threat missile does impact; and C3I provides attack warning, cueing, situational awareness and provides the framework for interoperability among the TMD systems. 

This paper provides results from an Internal Research and Development (IR&D) effort that constructed a confederation of interacting models that treat all four pillars over the duration of a campaign. Each pillar was hosted on a separate PC, and the four models were federated utilizing the High Level Architecture (HLA) specification with an existing Runtime Infrastructure (RTI). The objective was to demonstrate the capability of running these models faster than real time, and to discover the limitations of how many threats can be treated over what duration of campaign while still maintaining a faster-than-real-time capability. This paper describes the TMD family of systems (e.g., Phased Array Tracking to Intercept Of Target (PATRIOT), Theater High Altitude Area Defense (THAAD), Navy Area Defense (NAD), communications), the network (computers, links), and the models with simplified equations, and presents results of the effort.  

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A REALTIME SIMULATION BENCHMARK SUITE FOR 
TESTING LOW COST VISUALIZATION SYSTEMS

Rodney Rogers
Gary Green
Michelle Sartor

Institute for Simulation and Training
Pamela Woodard
STRICOM, AMSTI-ET

The Low Cost Visualization (LCV) Project team at the Institute for Simulation has developed a prototype Modeling and Simulation (M&S) Benchmark Suite for testing 3D image rendering and realtime simulation capabilities of Low Cost Visualization Systems, i.e. PC-based computer systems capable of rendering 3D images and costing several thousand dollars. Previously reported research led to a focus on four OpenGL-based public domain benchmarks running under Windows NT. From these four, we selected scenario tests most resembling real-time simulation applications in scene complexity (terrain, culture, moving models and viewpoint, level of detail control, special effects, &c) and graphics rendering parameters (smooth shading, antialiasing, texture mapping, double buffering, transparency, hidden surface removal, &c). In addition, we included primitive tests designed to measure the maximum performance capabilities of an LCV system. Finally, we selected tests to evaluate the rendering quality of LCV systems, which turns out to be a matter of fundamental importance. We describe the M&S Benchmark Suite and analyze data produced by running it on nine different LCV systems. While the primary goal in testing was to verify the consistency and usefulness of the suite, our results reveal insights into performance capabilities of LCV Systems and software that runs on them. We also show how we revised the prototype M&S Benchmark Suite as a result of what we learned, and indicate future research directions in the LCV Project.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


FULLY IMMERSIVE TEAM TRAINING: A NETWORKED TESTBED 
FOR GROUND-BASED TRAINING MISSIONS

James Parsons
Don Lampton
Kimberly Parsons
Bruce W. Knerr
David Russell
Glenn Martin
Jason Daly
Bryan Kline
Matthew Weaver
Institute for Simulation & Training
University of Central Florida

US Army Research Institute

The Fully Immersive Team Training Testbed was developed to study the methods for using Virtual Environment (VE) technology for training dismounted infantry teams. The testbed allows multiple trainees networked together on different computers to be immersed simultaneously and produces a compelling sense of presence; a powerful feeling of being immersed in the VE. A wide variety of parameters can be configured for inclusion in a training scenario including tools, weapons, dynamic environmental objects, and number and skill level of opposition forces. In addition to providing a simulation arena for multiplayer interaction, the testbed captures all aspects of a mission, including radio communication, visuals with unrestrained placement of camera, and environmental audio and are made available for use in after action critiques. This paper describes the implementation methods used for creating the complex simulation testbed. The environment is scalable and supports the networking of trainees located in different cities. Specifics on custom hardware development, software structure, body sensor deployment, locomotion method and networking solutions are provided. In addition, the implementation of a training scenario is described, and results are presented.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A NEW TECHNIQUE FOR DESIGN AND MODELING 
MILES WITH INCREASED WEAPON SIMULATOR FIDELITY

J. L. Arnold, J. C. Solinsky
JLA Associates, Irvine, CA

A New Technique for Design and Modeling MILES with Increased Weapon Simulator Fidelity' presents a model which enhances the precision of the Multiple Integrated Laser Engagement System (MILES).

MILES is used in force-on-force training, and the realism of the kill zone of each weapon directly effects the training credibility of the system. The training experience lives or dies on the acceptance of the trainee that his tactical effect is a mirror of what would happen on a real battlefield. The CAD-like program presented here allows precision design of the laser kill zones. A graphical user interface (GUI) for the system designer is illustrated. Dynamic atmospherics are shown to be critical and are quantitatively assessed. Algorithms are described for laser beam calculations, target detector geometry options, and the modeling of dynamic atmospheric effects. Kill zone plots are presented. Use of the software to explore design options for area effect weapons is described, as is use of the software to examine the effects of recoil during laser code transmission.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


M&S TOOLS FOR THE JTF COMMAND AND STAFF: 
ENHANCING MISSION ANALYSIS AND TRAINING

Warren H. Switzer 
AB Technologies, Inc.
Alexandria, VA 22311-1705

As the executors of missions, Joint Task Force (JTF) commanders and staffs face a widening spectrum of specified and implied tasks. These tasks often pertain to missions less focused on traditional military roles of conflict resolution, and more on stability promotion, humanitarian assistance, and peacekeeping operations. Yet, due to the uncertain nature of the environments in which military forces may be deployed, JTF commanders, with limited warning, must be prepared to execute the complete range of military requirements swiftly and effectively. This places a heavy burden on contingency planning and the integration of forces and elements into teams that may have limited time to rehearse missions. This paper describes how modeling and simulations can support JTF commanders and staffs. The paper posits a process by which modeling and simulation tools can be used to accomplish the key functions of mission analysis and current status assessment, and the availability and suitability of current models and simulations to address those functions. In addition, this paper identifies potential collateral benefits incident to using the process and assorted modeling and simulation tools that support the JTF commander and his staff. In short, this paper focuses on what modeling and simulation can do to: analyze the JTF missions, reveal training requirements, accomplish training objectives, and assist in the contingency planning process.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


COST-EFFECTIVE SIMULATION of ENEMY FORCES 
THROUGH 'EFFECTS-BASED' WARGAMING

Patrick Beautement MSc, PGCE
Defence Evaluation Research Agency, Malvern, United Kingdom, 1998.

 1. One of the biggest costs in setting up and running exercises is the provision of staff to run the 'White / Red Forces' response cells. This paper will look at a novel, but already proven, approach called 'Effects-based' Wargaming. When exercises (such as BLUE FLAG or UNION FLASH) are set up, the first task is to identify the 'training audience'. Once this has been done, the size of the white and red response cells and the amount of computer support required can be estimated. The assumption made is that for the exercise to be valid the white and red response cells and the computer simulation must simulate everything which leads to large expensive response cells and to simulations which can be cumbersome and inflexible to operate.

2. The paper questions this assumption and maintains that for many exercises an 'Effects-based' wargame would be more than adequate. 'Effects-based' wargaming starts by understanding and documenting the Warfighter Process (examples given in the paper). This indicates what thinking, knowledge acquisition and decision-making processes are required to be stimulated (especially those inside the heads of the warfighters) so that the exercise is successful. Once this has been decided upon, all that is then required is to provide an environment around the training audience which causes the required thinking to take place.

3. This environment is created by using STIMULATION systems which simulate the effects of the external entities with which the warfighter would interact. The stimulation systems can be much simpler and cheaper than 'normal' wargames as they only have to simulate enough of the real world to provide the warfighter with the effects and inputs / outputs which they would expect. This stimulation environment makes heavy use of real world message formats to simplify the C4I to simulation interface.

4. A key feature of Effects-Based Wargaming is the White Team Suite which provides a specialist White / Red Team interface to control the generation of the effects required in a non-deterministic way.

Overall, the paper will explain what 'Effects-based' Wargaming is and how to use it effectively. Examples of exercises using this approach will be detailed. Please note that the views expressed in this article are those of the Author and do not necessarily reflect MOD Policy.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DEVELOPMENT OF A MODULAR, IMMERSIVE/SEMI-IMMERSIVE
SYSTEM FOR SIMULATION OF SHIP-TO-SHORE CAUSEWAY LIGHTERAGE

Gregory J. Opas (Nichols Research Corp., Advanced Marine Enterprises Business Unit)
Frank A. Leban (Carderock Division – Naval Surface Warfare Center Code 293)

This paper describes the design, development, and preliminary operational evaluation of the Advanced Lighterage Simulator, a dual use system developed by Advanced Marine Enterprises under contract to Carderock Division Naval Surface Warfare Center. The primary use of the Advanced Lighter Simulator (ALS) is engineering evaluation of new or modified lighters and their associated systems, with the secondary purpose of training of lighter pilots and coxswains in a realistic sea state environment. The present effort was to develop a prototype system from which to generate a performance specification for procurement of a follow-on system with the features necessary to train lighter pilots and coxswains in the full operational envelope of the existing and developmental lighter systems. To meet the project objectives and provide a clear avenue for enhancements as technology progresses, the simulator has been implemented with a modular, flexible open-system design, based on commercial-off-the-shelf technology. Advanced Marine Enterprises’ Virtual Ship7 software system provides the baseline hydrodynamics, visual scene generation, and simulation control capabilities. For the Advanced Lighter Simulation project, a number of enhancements to the hydrodynamics modeling and the visual scene representation have been added. A significant feature of the system is visual scene generation and presentation through two head mounted displays (HMDs), one of which is fully immersive, the other which is semi-immersive. The trainee in the semi-immersive HMD interacts simultaneously with both the visual scene presented in the virtual environment, and with physical controls located in a simulated coxswain’s cab. Meanwhile, the pilot trainee in the fully immersive HMD interacts with the visual scene presented in the virtual environment, and in turn appears in the visual scene presented to the coxswain trainee. This effect is brought about by the use of an avatar driven by two additional channels of motion tracking to provide cues regarding hand/arm signals made by the fully immersed trainee to the semi-immersed trainee in the coxswain’s cab.

Other salient features of the system include: a 6-DOF electric motion base which can be implemented at either student station, the use of a joystick for controlling the position of the immersed student’s eyepoint/avatar location, and the use of reconfigurable touch sensitive screens as part of the physical console control.

The paper chronicles the key decisions made in the design and development of the prototype system with feedback from the prospective end-users on the utility of certain system features for this application.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A PERSONAL COMPUTER-BASED MULTIMEDIA 
SUBMARINE SHIP CONTROL SIMULATOR

Paul E. Biegel
Susan P. Brown
Tom C. Mason
Dente D. Poland
The Johns Hopkins University Applied Physics Laboratory

In addressing the need to improve the cost effectiveness of training, the Navy is implementing personal computer- (PC) based, interactive multimedia courses such as the Submarine Ship Control Training Program. Developed at the Johns Hopkins University Applied Physics Laboratory (APL), this program is a multimedia and simulation-based training tool that teaches the principles of submarine ship handling for various classes of US submarines. Being PC-based, the program provides the capability for students to conduct independent and self-paced training on laptop Pcs while aboard ship and underway on long-duration deployments. One feature of the program provides multimedia lessons that educate in the theory, techniques, and procedures related to driving a submarine while submerged. The program’s most significant feature, however, is a high fidelity, six-degree-of-freedom, interactive, real-time ship control simulation (built by APL originally for analysis applications) in which students can practice driving a “virtual” submarine while responding to problem scenarios. This training tool has been in the fleet since early 1997 and has been well received by submarine crews. This article discusses the evolution of the Ship Control Training Program, from its origin as an analytical simulation to its development as a multimedia PC-based training tool.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


TRAINING ROV PILOTS WITH A 
VE-BASED INTELLIGENT TUTORING
SYSTEM

Barbara Fletcher
Imetrix, Inc.

 Bruce Roberts
BBN Technologies

Remotely operated vehicles (ROVs) are widely used in military and commercial applications such as mine countermeasures, search and salvage, offshore oil and gas production, and structural inspection. Due to the expense and logistics involved with operating actual vehicles, training and practice is often difficult to obtain in other than an “on the job” fashion. The Training for Remote Sensing and Manipulation (TRANSoM) program, sponsored by the Office of Naval Research, has developed and demonstrated a virtual environment (VE) based system for training ROV piloting skills. This system is a unique combination of an Intelligent Tutoring System (ITS) within a VE simulation which offers individualized instruction in a self-paced, guided-practice learning environment. It has been prototyped and tested extensively over the past three years. Verification and validation tests have demonstrated the fidelity of the simulation when compared to an actual ROV system. Transfer tests have demonstrated the system’s training effectiveness, indicating that practice with the simulation based system yields comparable piloting performance to practice with the actual ROV. Skills learned under simulation were also transferable to other related tasks. System enhancements currently in process include development of a curriculum to teach situation awareness, development of mission planning and rehearsal tools, and porting to a PC-based platform.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTEGRATING LEGACY TRAINING ASSETS INTO 
DISTRIBUTED MISSION TRAINING (DMT)

"A DMT Gateway Approach"
Ball Aerospace & Technologies Corp.

The Distributed Mission Training (DMT) program generates several challenging technical issues with respect to the integration of legacy training assets. There is a strong requirement to develop effective, cost-effective methods for integrating existing training simulators; the DMT program simply can not afford to fund the development of all new trainers. The approach to integrating legacy assets must:

(1) Minimize changes to existing hardware and software;

(2) Minimize trainer downtime, so training can take place "as usual" during the transition to DMT; and

(3) Be scaleable to support future large-scale

DMT training events. In this paper, we discuss a method based on our Legacy Interface Network Kernel (LINK) Agent and Object Broker (OB) technology. The LINK Agent uses dynamic interface layers to minimize intrusion to the legacy software and hardware. We also present the DMT interface, processing, and network requirements that will likely be levied on trainer systems; and show one possible solution to meet the requirements.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DESIGNING EXPERIMENT SIMULATORS FOR 
DISTRIBUTED INTERACTIVE SIMULATIONS

J. Allen Taylor
Training Systems Group/Teledyne Brown Engineering

The training of National Aeronautics and Space Administration (NASA) astronauts and science teams for on-orbit experiment operations is a process that involves discrete steps which build on each other and culminate with Joint Integrated Simulations (JISs). The JIS is a distributed interactive simulation that simultaneously tasks the astronaut crew, mission support ground teams, and experiment support science teams with on-orbit scenarios. These teams are spread out over six different locations at the Johnson Space Center in Houston, Texas, and the Marshall Space Flight Center in Huntsville, Alabama. In addition, there are four simulation training teams located in two different facilities at each of the NASA centers. In preparation for these JISs, simulators are designed to represent each of the experiments in the payload of the specific shuttle mission. These simulators are designed to operate within the mission operations training environment for payload crew and mission operations training. The payload training complement is also designed to work within the flight training system for the overall JIS environment.

This paper addresses the real-time data flow required during these simulations to provide each of the trainees with a flight-like environment while: keeping the simulation on schedule, monitoring the activities of the trainees, managing the simulation process, and still maintaining a flight-like environment that is transparent to all of the trainees. A brief overview of the individual simulator purposes and usage prior to the JIS environment will be given to show the preparation and buildup process leading into the JIS environment. The paper will also discuss the combination of real-world flight and simulator system mix that must be combined to implement a successful simulation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PLANNING AND CONDUCTING SUCCESSFUL 
JOINT INTEGRATED SIMULATIONS FOR SPACELAB MISSIONS

Liz Stagg
Teledyne Training Services
Teledyne Brown Engineering

Providing a high-fidelity, interactive simulation to train the astronaut flight crew, mission operations personnel, and hundreds of scientists located around the world requires a well-defined plan, a clearly documented process, relentless preparation, and a collaborative team approach. The Joint Integrated Simulation (JIS) is the culmination of a series of Spacelab mission simulations, each building upon the last in complexity and fidelity. As the dress rehearsal for a mission, it is critical that JISs maintain a flight-like environment while training teams, which are located in different facilities at multiple sites and which represent two NASA centers with different training objectives, introduce unexpected flight scenarios and malfunctions to simulation participants.

After describing the JIS environment, this paper will explore the purpose, structure, and development of planning tools that ensure seamless JIS execution: the JIS Simulation Working Group, Joint Operations Handbook, the integrated JIS simulation script, the pre-JIS briefing, and the Facility Interface Checkout.

Techniques for tailoring these elements to the unique characteristics of the mission and the objectives of the simulation will be addressed. Developing these tools results in a well-defined JIS plan as well as a collaborative team environment, in which each member is confident that communication strategies are clear, facilities are ready, and training objectives can be met.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


JSIMS: WORDS TO ACTIONS

Michael Papay, Ph.D.
Jack Borah
TRW Inc., JSIMS I&D AEgis Research Corp., JSIMS I&D

The development of Life Cycle Applications tools for the Joint Simulation System (JSIMS) is a complex task that requires an understanding of user requirements, systems engineering, object oriented analysis, and training methodologies. This paper describes the process of transforming a large array of user requirements from a multitude of independent sources into a high level system design. This process was characterized by frequent interactions with the users, appropriate application of business process reengineering, and iterative system requirements analysis and functional analysis. Popular object oriented techniques were synthesized into the JSIMS Object-Oriented Process (JOOP) to improve the communication of the requirements set to the simulation developers within the JSIMS Enterprise community. Two very important aspects of the Requirements-to-Software process were a detailed study of the user requirements so that the developers could obtain the proper perspective on Joint and Service Specific training goals, and providing feedback to the partner development programs and ultimately the JSIMS users. This feedback was provided throughout the development process by means of collaborative events such as requirements walk-throughs, high level design peer reviews and web-based electronic or hard copy distribution of analysis documentation such as JOOP context diagrams, use cases, and draft Graphical User Interface screens. Collaborative design tools designed to maximize efficiency were employed to maintain traceability to the user requirements from the beginning of the systems engineering process through software development and test.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


CROSS-CONTRACTOR, CROSS DISCIPLINE SOFTWARE
INTEGRATION AND PRODUCT DEVELOPMENT

Camille Brinkman
Science Applications International Corporation

The Joint Simulation Systems (JSIMS) technical vision is a single, distributed, seamlessly integrated simulation environment. JSIMS is a simulation system that supports the twenty-first century warfighter’s preparation for real-world contingencies. The joint environment comprises seven product teams known as Development Agents (DAs): USMC, Maritime, National Air & Space (Warfare) Model (NASM), Warfighter’s Simulation (WARSIM), National Simulation (NATSIM), WARSIM Intelligence Module (WIM) and JSIMS Integration & Development (I&D) team. Since JSIMS encompasses several military organizations, this paper is constrained to discussing the Proof of Concept software build, Build 0, for the Mission Space Objects (MSO), an application’s piece of the JSIMS architecture. MSO comprises the seven product teams. The focus of this paper is on the development process, products, communication techniques and lessons learned that were useful for succeeding in a diverse development environment.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


SIMULATION COMPOSABILITY FOR JSIMS

Brett Butler
Science Applications International Corporation